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Oath of Leadership

Paladins who swear the Oath of Leadership reject lofty idealism and swear a personal commitment to those under their charge. Whether they be sea captains, military officers, or mercenary leaders, these knights believe that command is a sacred contract of service and not a means to an end. Their oath bids them to protect, guide, and do right by those who would follow them.  

Tenets of Leadership

The tenets of the Oath of Leadership demands a paladin do right by those who they are responsible for.   Burden of Leadership. You are in service of those who follow you, and you bear responsibility for the actions of your followers.   Chart the Course. A leader’s duty is to chart a path forward. Be thoughtful, but decisive. Determine the necessary steps and follow through to the end.   Create Unity. The strength of many exceeds the strength of an individual. Bring people together toward a shared goal.   Lead by Example. Never give an order that you yourself would not follow.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Leadership Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Leadership Spells
Paladin Level  Spells
3rd  command, sanctuary
5th  calm emotions, enhance ability
9th  beacon of hope, mass healing word
13th  aura of purity, compulsion
17th  conjure volley, mass cure wounds

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Captain’s Command. As a bonus action, you can use your Channel Divinity to call out to one creature you can see within 60 feet of you. If it can hear you, the creature can use its reaction to take the Attack (one weapon attack only), Dash, Dodge, or Use an Object action.
     The number of creatures you can call out to when you use this Channel Divinity increases when you reach higher levels in this class, to two creatures at 7th level, three creatures at 15th level, and four creatures at 20th level.
  • Together We Triumph. When you succeed on a saving throw against an effect that targets at least one other creature within 30 feet of you, you can use your reaction to use your Channel Divinity to choose a number of creatures up to your Charisma modifier (minimum of 1 creature) that you can see within 30 feet of you. If a chosen creature can see or hear you, it automatically succeeds its the saving throw against the triggering effect. You can choose to use this Channel Divinity after all the saving throws are rolled, but before the outcomes are determined.

Aura of Morale

Starting at 7th level, you radiate an aura of confidence that inspires those who follow you. When you score a critical hit or reduce a creature to 0 hit points, you can choose any number of creatures other than yourself within 10 feet of you. If a chosen creature can see or hear you, it gains temporary hit points equal to your Charisma modifier (minimum of 1 hit point), which last for 1 minute. While a creature has these hit points, it has advantage on attack rolls and ability checks.   At 18th level, the range of this aura increases to 30 feet.

Aegis of Trust

Starting at 15th level, those who follow you are protected by their trust in you. While a creature has temporary hit points granted by you, it has resistance to all damage.

Commanding Presence

At 20th level, you can manifest divine power to become an avatar of unquestionable authority. You can use your action to gain the following benefits for 1 minute:
  • You can cause your voice to boom up to ten times as loud as normal and be audible from up to 1 mile away.
  • When you deal damage to a creature with your Divine Smite, you can mark it for your allies to strike down. Until the start of your next turn, the creature takes an additional 1d8 radiant damage whenever it is hit by an attack.
  • You can cast command as a bonus action on your turn, without expending a spell slot.
Once you use this feature, you can’t use it again until you finish a long rest.

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